US9126110B2 - Control device, control method, and program for moving position of target in response to input operation - Google Patents
Control device, control method, and program for moving position of target in response to input operation Download PDFInfo
- Publication number
- US9126110B2 US9126110B2 US13/235,996 US201113235996A US9126110B2 US 9126110 B2 US9126110 B2 US 9126110B2 US 201113235996 A US201113235996 A US 201113235996A US 9126110 B2 US9126110 B2 US 9126110B2
- Authority
- US
- United States
- Prior art keywords
- receiving unit
- input
- target
- received
- amount
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Active, expires
Links
Images
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
-
- A63F13/06—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/211—Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/22—Setup operations, e.g. calibration, key configuration or button assignment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/92—Video game devices specially adapted to be hand-held while playing
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1006—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals having additional degrees of freedom
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
Definitions
- FIG. 1 shows an exemplary screen image of the game controlled by a game device according to an embodiment
- FIG. 2 shows a structure of the game device according to the embodiment
- FIG. 3 shows an appearance of a controller
- an explanation will be given for an example of a game where a character is to be shot by a gun and the cross hairs of the gun displayed on a screen image is moved.
- FIG. 2 shows a structure of a game device 10 according to the embodiment.
- the game device 10 comprises a controller 20 , a control unit 40 , a game data retention unit 60 , and a display device 68 .
- the controller 20 includes an input interface 30 , a three-axis acceleration sensor 32 , and a three-axis gyro sensor 34 .
- the control unit 40 includes a first receiving unit 41 , a second receiving unit 42 , a movement control unit 43 , a game control unit 44 , and a screen image generating unit 66 .
- These blocks may be implemented, in terms of hardware components, by elements such as a CPU of a computer, memory, a program loaded onto memory, or the like.
- FIG. 2 depicts functional blocks implemented by cooperation of these blocks. Therefore, it will be obvious to those skilled in the art that the functional blocks may be implemented in a variety of ways, such as by hardware only, software only, or a combination thereof.
- FIG. 3 shows the appearance of the controller 20 .
- directional keys 21 On the upper surface of the controller 20 , directional keys 21 , buttons 22 including a triangle button, a square button, a circle button, and a cross button, and analogue sticks 23 and 26 are provided as the input interface 30 .
- L 1 button 24 a , L 2 button 24 b , R 1 button 25 a , and R 2 button 25 b are provided as the input interface 30 .
- a function for moving the cross hairs in the direction designated by an input is assigned to the analogue stick 23 and a function for shooting the gun is assigned to the buttons 22 , respectively.
- the three-axis acceleration sensor 32 incorporates a mass supported by a beam. By detecting the change of the position of the mass caused by an acceleration, the three-axis acceleration sensor 32 detects the acceleration of the controller 20 in each of the three-axis direction, X, Y, and Z.
- the three-axis acceleration sensor 32 may be a mechanical, optical, or semiconductor acceleration sensor.
- the three-axis acceleration sensor 32 By using the three-axis acceleration sensor 32 , the relative angle made by each of the three axes X Y and Z of the controller 20 with the direction of the gravitational acceleration can be detected, which enables the calculation of the attitude of the controller 20 .
- velocities can be calculated, and by further integrating, the distance of movement can be calculated.
- the first receiving unit 41 receives, via the analogue stick 23 , an input of the direction and the speed for allowing the cross hairs to move.
- the first receiving unit 41 receives the direction in which the analogue stick 23 is inclined as the direction in which to move the cross hairs, and receives the angle of which the analogue stick 23 is inclined as the speed at which to move the cross hairs, respectively.
- the movement control unit 43 allows the cross hairs to move in the direction in which the analogue stick 23 is inclined and at a speed in accordance with the angle of which the analogue stick 23 is inclined.
- the movement control unit 43 retains a coordinate value on the game screen image that designates the current position of the cross hairs. Every time the screen image generating unit 66 generates one frame of screen image, the movement control unit 43 calculates the position of the cross hairs in the generated frame and updates the current position of the cross hairs. First, in case the analogue stick 23 is inclined, the movement control unit 43 calculates a first vector indicating the movement distance of the cross hairs for each one frame, and adds the calculated values to the coordinate values of the cross hairs.
- the direction of the first vector is defined as the direction in which the analogue stick 23 is inclined, and the magnitude of the first vector is defined in accordance with the angle of which the analogue stick 23 is inclined.
- the movement control unit 43 calculates a second vector indicating the movement distance of the cross hairs for each one frame, and adds the calculated values to the coordinate values of the cross hairs.
- the direction of the second vector is defined as the direction in which the position or the angle of the controller 20 is changed, and the magnitude of the second vector is defined in accordance with the variation of the position or the angle of the controller 20 . This enables the calculation of the position of the cross hairs in the next frame.
- the movement control unit 43 may define the position of the controller 20 at a predetermined time as a reference position and may calculate a variation of the position relative to the reference position. In a similar manner, the movement control unit 43 may define the attitude of the controller 20 at a predetermined time as a reference attitude and may calculate a variation of the angle relative to the reference angle.
- the predetermined time may be, for example, when the power of the game device 10 or the controller 20 is switched on, when a game to be executed by the game control unit 44 is started, when the game control unit 44 executes a calibration for determining the reference angle or the reference attitude of the controller 20 , when a operation mode is changed in the game control unit 44 , when a predetermined operation is input through the input interface 30 of the controller 20 , when no operation is input through the input interface 30 for a time period greater than or equal to a predetermined time period, when the position or the attitude of the controller 20 is not changed for a time period greater than or equal to a predetermined time period, etc.
- the movement control unit 43 may define an attitude wherein the upper surface of the controller 20 shown in FIG. 3 is horizontal in the real word as the reference attitude and may calculate the angle of the controller 20 to the horizontal surface.
- the player can move the position of the target either by manipulating the analogue stick or by changing the position or the attitudes of the controller.
- the target keeps moving in the direction in which the analogue stick is inclined.
- the target moves through a distance of just the amount of the change of the position or the attitude of the controller from the reference position or the reference attitudes. Therefore, the player may use the analogue stick if desiring to move the target widely, and the player may change the position or the attitude of the controller if desiring to move the target slightly and to fine-adjust the position.
- the position and the attitude of the controller is detected by using the three-axis acceleration sensor and the three-axis gyro sensor.
- the position or the attitude of the controller may be detected by using any known technology.
- the position or the attitude of the controller may be detected by capturing the controller by a camera.
- the explanation is given for a stationary game console provided with a controller.
- the game device may be a portable game console.
- constituents for detecting the position or the attitude of the main body of the game device e.g., a three-axes acceleration sensor, a three-axes gyro sensor, or the like
- the main body of the game device comprising a display device and an input interface, such as an analogue stick, or the like.
- the position of a target is controlled based on both of an input of a direction via the analogue stick or the like and the position and the attitude of the main body of the game device, in a similar way to the embodiment.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- User Interface Of Digital Computer (AREA)
- Position Input By Displaying (AREA)
Abstract
Description
Claims (8)
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2011024549A JP5920861B2 (en) | 2011-02-08 | 2011-02-08 | Control device, control method and program |
JP2011-024549 | 2011-02-08 |
Publications (2)
Publication Number | Publication Date |
---|---|
US20120202596A1 US20120202596A1 (en) | 2012-08-09 |
US9126110B2 true US9126110B2 (en) | 2015-09-08 |
Family
ID=46600999
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US13/235,996 Active 2032-11-29 US9126110B2 (en) | 2011-02-08 | 2011-09-19 | Control device, control method, and program for moving position of target in response to input operation |
Country Status (2)
Country | Link |
---|---|
US (1) | US9126110B2 (en) |
JP (1) | JP5920861B2 (en) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP6912889B2 (en) | 2017-01-12 | 2021-08-04 | 任天堂株式会社 | Game system and game controller |
CN108459722B (en) * | 2018-06-04 | 2021-09-07 | 北京虚拟映画科技有限公司 | Virtual film watching device and system |
CN109550238B (en) * | 2018-09-20 | 2022-01-25 | 厦门吉比特网络技术股份有限公司 | Angle correction method and device in game |
US11541317B2 (en) * | 2020-02-06 | 2023-01-03 | Sony Interactive Entertainment Inc. | Automated weapon selection for new players using AI |
Citations (19)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH11156050A (en) | 1997-11-28 | 1999-06-15 | Ascii Corp | Controller for game machine |
US20010044334A1 (en) * | 2000-05-19 | 2001-11-22 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
US6545661B1 (en) * | 1999-06-21 | 2003-04-08 | Midway Amusement Games, Llc | Video game system having a control unit with an accelerometer for controlling a video game |
US20070060228A1 (en) * | 2005-09-01 | 2007-03-15 | Nintendo Co., Ltd. | Information processing system and program |
JP2007061489A (en) | 2005-09-01 | 2007-03-15 | Nintendo Co Ltd | Information processing system and program |
US20070060391A1 (en) * | 2005-08-22 | 2007-03-15 | Nintendo Co., Ltd. | Game operating device |
US20070254738A1 (en) * | 2006-04-27 | 2007-11-01 | Nintendo Co., Ltd. | Game apparatus and storage medium storing game program |
US20070257884A1 (en) | 2006-05-08 | 2007-11-08 | Nintendo Co., Ltd. | Game program and game system |
JP2007293191A (en) | 2006-04-27 | 2007-11-08 | Nintendo Co Ltd | Sound outputting program and sound outputting device |
JP2007296248A (en) | 2006-05-02 | 2007-11-15 | Sony Computer Entertainment Inc | Game device |
US20070270215A1 (en) * | 2006-05-08 | 2007-11-22 | Shigeru Miyamoto | Method and apparatus for enhanced virtual camera control within 3d video games or other computer graphics presentations providing intelligent automatic 3d-assist for third person viewpoints |
US20080009332A1 (en) * | 2006-07-04 | 2008-01-10 | Sony Computer Entertainment Inc. | User interface apparatus and operational sensitivity adjusting method |
US20080070684A1 (en) * | 2006-09-14 | 2008-03-20 | Mark Haigh-Hutchinson | Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting |
US20080120057A1 (en) * | 2006-09-21 | 2008-05-22 | Sony Computer Entertainment Inc. | Information processing device, information processing method, and information storage medium |
US20100001952A1 (en) * | 2008-07-03 | 2010-01-07 | Nintendo Co., Ltd. | Storage medium storing information processing program, information processing apparatus and information processing method |
US20100009754A1 (en) * | 2008-07-11 | 2010-01-14 | Takayuki Shimamura | Game apparatus and game program |
US20100160045A1 (en) * | 2008-12-22 | 2010-06-24 | Yoichi Yamada | Game apparatus and computer-readable recording medium recording game program |
US20100279770A1 (en) * | 2007-12-28 | 2010-11-04 | Capcorm Co. Ltd | Computer, program, and storage medium |
US20100323783A1 (en) * | 2009-06-23 | 2010-12-23 | Nintendo Co., Ltd. | Game apparatus and storage medium having stored thereon game program |
-
2011
- 2011-02-08 JP JP2011024549A patent/JP5920861B2/en active Active
- 2011-09-19 US US13/235,996 patent/US9126110B2/en active Active
Patent Citations (23)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JPH11156050A (en) | 1997-11-28 | 1999-06-15 | Ascii Corp | Controller for game machine |
US6545661B1 (en) * | 1999-06-21 | 2003-04-08 | Midway Amusement Games, Llc | Video game system having a control unit with an accelerometer for controlling a video game |
US20010044334A1 (en) * | 2000-05-19 | 2001-11-22 | Konami Corporation | Readable storage medium storing action game program, and action game device and control method for same |
US20070060391A1 (en) * | 2005-08-22 | 2007-03-15 | Nintendo Co., Ltd. | Game operating device |
US20070060228A1 (en) * | 2005-09-01 | 2007-03-15 | Nintendo Co., Ltd. | Information processing system and program |
JP2007061489A (en) | 2005-09-01 | 2007-03-15 | Nintendo Co Ltd | Information processing system and program |
US20070254738A1 (en) * | 2006-04-27 | 2007-11-01 | Nintendo Co., Ltd. | Game apparatus and storage medium storing game program |
US8801521B2 (en) | 2006-04-27 | 2014-08-12 | Nintendo Co., Ltd. | Storage medium storing sound output program, sound output apparatus and sound output control method |
JP2007293191A (en) | 2006-04-27 | 2007-11-08 | Nintendo Co Ltd | Sound outputting program and sound outputting device |
US20070265104A1 (en) | 2006-04-27 | 2007-11-15 | Nintendo Co., Ltd. | Storage medium storing sound output program, sound output apparatus and sound output control method |
JP2007296248A (en) | 2006-05-02 | 2007-11-15 | Sony Computer Entertainment Inc | Game device |
JP2007300953A (en) | 2006-05-08 | 2007-11-22 | Nintendo Co Ltd | Game program and game system |
US20070270215A1 (en) * | 2006-05-08 | 2007-11-22 | Shigeru Miyamoto | Method and apparatus for enhanced virtual camera control within 3d video games or other computer graphics presentations providing intelligent automatic 3d-assist for third person viewpoints |
US8068096B2 (en) | 2006-05-08 | 2011-11-29 | Nintendo Co., Ltd. | Game program and game system |
US20070257884A1 (en) | 2006-05-08 | 2007-11-08 | Nintendo Co., Ltd. | Game program and game system |
US20080009332A1 (en) * | 2006-07-04 | 2008-01-10 | Sony Computer Entertainment Inc. | User interface apparatus and operational sensitivity adjusting method |
US20080070684A1 (en) * | 2006-09-14 | 2008-03-20 | Mark Haigh-Hutchinson | Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting |
US20080120057A1 (en) * | 2006-09-21 | 2008-05-22 | Sony Computer Entertainment Inc. | Information processing device, information processing method, and information storage medium |
US20100279770A1 (en) * | 2007-12-28 | 2010-11-04 | Capcorm Co. Ltd | Computer, program, and storage medium |
US20100001952A1 (en) * | 2008-07-03 | 2010-01-07 | Nintendo Co., Ltd. | Storage medium storing information processing program, information processing apparatus and information processing method |
US20100009754A1 (en) * | 2008-07-11 | 2010-01-14 | Takayuki Shimamura | Game apparatus and game program |
US20100160045A1 (en) * | 2008-12-22 | 2010-06-24 | Yoichi Yamada | Game apparatus and computer-readable recording medium recording game program |
US20100323783A1 (en) * | 2009-06-23 | 2010-12-23 | Nintendo Co., Ltd. | Game apparatus and storage medium having stored thereon game program |
Non-Patent Citations (2)
Title |
---|
Office Action for corresponding JP application No. 2011-024549, dated Aug. 12, 2014. |
Reconsideration report for corresponding JP application No. 2011-024549, dated Mar. 6, 2015. |
Also Published As
Publication number | Publication date |
---|---|
JP2012161498A (en) | 2012-08-30 |
US20120202596A1 (en) | 2012-08-09 |
JP5920861B2 (en) | 2016-05-18 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US9086724B2 (en) | Display control system, display control method, computer-readable storage medium having stored thereon display control program, and display control apparatus | |
US8917236B2 (en) | Storage medium having information processing program stored therein, information processing apparatus, and information processing system | |
US8708822B2 (en) | Information processing system and program | |
JP4916390B2 (en) | Information processing program, information processing apparatus, information processing system, and information processing method | |
JP5306455B2 (en) | Program, object control method, recording medium, and game system | |
JP5700758B2 (en) | GAME DEVICE, GAME PROGRAM, GAME SYSTEM, AND GAME PROCESSING METHOD | |
WO2011058783A1 (en) | Method for controlling information input apparatus, information input apparatus, program, and information storage medium | |
US9522337B2 (en) | Information processing system, information processing apparatus, storage medium having information processing program stored thereon, and determination method | |
US9308441B2 (en) | Game system, game process method, game device, and storage medium having game program stored thereon | |
US9751013B2 (en) | Storage medium, information processing system, and information processing method for adjusting images based on movement information | |
US8764564B2 (en) | Game system, game processing method, recording medium storing game program, and game device | |
JP6581341B2 (en) | Information processing apparatus, information processing program, information processing method, and information processing system | |
US10025975B2 (en) | Information processing device, storage medium storing information processing program, information processing system, and information processing method | |
US20170087455A1 (en) | Filtering controller input mode | |
US20150153381A1 (en) | Accelerometer sensing and object control | |
US9126110B2 (en) | Control device, control method, and program for moving position of target in response to input operation | |
US9864905B2 (en) | Information processing device, storage medium storing information processing program, information processing system, and information processing method | |
US8708818B2 (en) | Display control system, display control method, computer-readable storage medium having stored thereon display control program, and display control apparatus | |
US20160232404A1 (en) | Information processing device, storage medium storing information processing program, information processing system, and information processing method | |
EP3057035B1 (en) | Information processing program, information processing device, information processing system, and information processing method | |
US8753207B2 (en) | Game system, game processing method, recording medium storing game program, and game device | |
JP2015096226A (en) | Game device, game control method, and program | |
EP3406311A1 (en) | Information processing program, information processing apparatus, information processing method, and information processing system | |
CN112057841A (en) | Method for controlling VR glasses based on mobile phone gyroscope |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: SONY COMPUTER ENTERTAINMENT INC., JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:NARITA, KUNIAKI;REEL/FRAME:027185/0730 Effective date: 20111026 |
|
AS | Assignment |
Owner name: SONY CORPORATION, JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:SONY COMPUTER ENTERTAINMENT INC.;REEL/FRAME:036056/0201 Effective date: 20150709 |
|
STCF | Information on status: patent grant |
Free format text: PATENTED CASE |
|
AS | Assignment |
Owner name: SONY INTERACTIVE ENTERTAINMENT INC., JAPAN Free format text: CHANGE OF NAME;ASSIGNOR:SONY COMPUTER ENTERTAINMENT INC.;REEL/FRAME:043761/0577 Effective date: 20160401 Owner name: SONY INTERACTIVE ENTERTAINMENT INC., JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:SONY CORPORATION;REEL/FRAME:043761/0975 Effective date: 20170825 |
|
MAFP | Maintenance fee payment |
Free format text: PAYMENT OF MAINTENANCE FEE, 4TH YEAR, LARGE ENTITY (ORIGINAL EVENT CODE: M1551); ENTITY STATUS OF PATENT OWNER: LARGE ENTITY Year of fee payment: 4 |
|
MAFP | Maintenance fee payment |
Free format text: PAYMENT OF MAINTENANCE FEE, 8TH YEAR, LARGE ENTITY (ORIGINAL EVENT CODE: M1552); ENTITY STATUS OF PATENT OWNER: LARGE ENTITY Year of fee payment: 8 |